Mech Powers

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Mech Powers

Post by shai-hulud » Tue Jun 03, 2008 2:48 am

Elemental engines can do amazing things. Some can launch fireballs, an ability previously restricted to spellcasters. Others can generate force fields or shoot projectiles. Given the right parts and the right builder, an elemental engine can accomplish feats previously unheard of in Khorvaire.

The effects produced by an innovative elemental engine are called mech powers. The simplest elemental engines have no mech powers; they merely spin cogs, lift levers, and pump cylinders in order to make something move. More complicated elemental engines combine special parts, rare chemicals, innovative designs, and ingenious building techniques to generate amazing effects. These are the mech powers.

Mech artificers are always experimenting with different kinds of metals, stones, and liquids, searching for unusual properties with practical applications. Although they eschew spellcasting in favor of infusions and binding, they find it particularly useful to incorporate naturally occurring materials into their creations. Thus, it is not unusual to see an elemental engine use arcane ingredients combined with nonmagical techniques to produce seemingly magical effects. The best examples are the element generators, which are elemental engines capable of generating large quantities of elemental power without causing harm to the elemental powering it.

A mech artificer's grasp of mech powers is determined by his level and intelligence. Similar guidelines affect other classes that might gain access to mech powers. A given mech power might require sophisticated construction, elaborate piping, rare materials, and an insufferably complex design. Only characters with sufficient experience, training, and intelligence will be able to build it.

Mech artificers relentlessly pursue the perfection of their elemental engines, and they are always on the lookout for new mech powers.

The one restriction common to all mech powers is an elemental engine. All mech powers depend on an elemental engine to run, and all elemental engines, regardless of powers, need water to operate. Most of the time, this is not a problem. But any time characters make an extended trip into areas without renewable water sources, they'd best bring along plenty of extra water. Some elemental engines can be specifically adapted to function with other liquids, as described below.
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Re: Mech Powers

Post by shai-hulud » Tue Jun 03, 2008 2:51 am

Using Mech Powers
Accomplished mech artificers can build devices with mech powers.

Mech powers are not divided into levels as spells are. Rather, they are divided into parts. Each part is an engine component that can produce a specific effect. For example, one part might produce a small flame. The flame alone isn't an effective weapon, though. It needs another part--a pump--to send it billowing after an enemy. The addition of yet another part--an amplifier--make it even more dangerous. Finally, a fourth part--a billows--can change its shape from a line to a cone.

As a mech artificer learns to build parts, he combines them as he sees fit in order to create various effects. Individually, parts aren't especially powerful. Combined, they can be deadly. It is up to the mech artificer's ingenuity to find the right way to combine them.

Any character who knows a mech power with offensive potential is automatically considered proficient with its use.
If at first you don't succeed, then skydiving is not for you.
"Danger is like Jello. There's always room for more."

Image Kolgu 'Sparky' Dermott: Android Rogue/Wizard
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Re: Mech Powers

Post by shai-hulud » Tue Jun 03, 2008 3:08 am

Building Mech Powers
Once a mech artificer gains an understanding of how to use a certain mech power, he still must build the engine to use that power. Each mech power entry includes a building cost. This covers materials only; it is assumed the mech artificer provides the labor. Labor time is equal to one complete day (eight hours) for every 1,000 gp of value or fraction thereof. Building some mech powers requires assistants, as well; this is indicated in the entry. Qualified assistants, such as blacksmiths, apprentice mech artificers, or specially trained helpers, cost 1 gp per day. Unqualified assistants can be retained for only 1 sp per day, but this generally doubles the building time and may have negative repercussions on the functioning of the constructed mech power, at the DM's discretion.

Some mech powers require unconventional materials. These are not included in the cost; instead they are listed separately. The listed materials cost assumes the character is in an area with a ready supply of normal building materials. In the wilderness or other areas where metals and tools are scarce, costs may double or even triple.

Mundane Combinations: In many cases, a player may have an idea for combining a mech power with a relatively mundane item. For example, a rotor arm could be combined with a length of chain to make an elemental-powered chain weapon. These mundane additions are perfectly acceptable. It is only the addition of an enhanced function or ability that qualifies as a mech power.

Crossbows, spring arms (as demonstrated on a catapult), and chains are all popular additions to elemental-driven engines.

Order of Combination: Many mech powers affect other powers. The order in which the powers are assembled determines the final effect.

When parts are combined, the player must specify the order and which parts modify which other parts. This is especially true with amplifiers, which improve the power of another part.

For example, imagine a combination of a pilot light/light generator, which produces a small flame and illuminates an area. If the character were to add a pump and amplifier, he would have to specify to which piece they were being added. If both were added to the pilot light, he would have a small flame thrower that also illuminated an area. If both were added to the light generator, he would have a weak pilot light and a good lantern. If , on the other hand, the pump were added to the light generator and the amplifier to the pilot light, the character would have a bull's-eye lantern and a torchlike weapon that causes 1d6 points of damage.

Reconstituting Mech Powers: A character may want to rearrange his mech powers on the spot in order to achieve a new result. This can be done at no cost but requires 1 full minute for every mech power to be affected.

Size: Each mech power has a listed size, scaled for a Medium user. Combine the sizes to determine how large the final construction will be. As always, two Tiny components combine to make something of size Small, two Small components make something Medium, and so on.

To make things easy, we have also listed a numerical size value for each part. Adding together all values of the component powers yields the total size. Compare the value to the following table to determine what that means in normal size increments:

Code: Select all

Sum Size   Equivalent
--------   ----------
1          Fine
2-3        Diminutive
4-8        Tiny
9-16       Small
17-32      Medium
33-64      Large
65-128     Huge
129-256    Gargantuan
257+       Colossal
A mech power's size relative to the user's size determines how many hands are required to use it. For example, a Medium user must use two hands to wield a Large mech power, and cannot use anything larger (although a mech can). But the Medium user needs only one hand for a Medium or smaller mech power, treating a Small or smaller mech power as a light weapon (if used as a weapon).

New Mech Powers: A player who would like to create a new mech power not described here may do so at the discretion of the DM. Note that all mech powers are individually quite simple; it is only through combination (and, in most cases, several steps of recombination) that they become powerful.
If at first you don't succeed, then skydiving is not for you.
"Danger is like Jello. There's always room for more."

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Re: Mech Powers

Post by shai-hulud » Tue Jun 03, 2008 3:10 am

If at first you don't succeed, then skydiving is not for you.
"Danger is like Jello. There's always room for more."

Image Kolgu 'Sparky' Dermott: Android Rogue/Wizard
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Re: Mech Powers

Post by shai-hulud » Tue Jun 03, 2008 3:17 am

Amplifier
Cost: 200 gp
Assistants: 2
Size: Tiny (6) (but see below)
Weight: 1 lb.

The amplifier is a powerful component that accepts energy as an input. Its output is the same energy, but greatly magnified.

Any nonmagical source of heat, cold, light, or other energy will work as an input. The amplifier increases the power of the energy in increments of its base value. For example, a device with a base range of 50 ft. would have a range of 100 ft. with one amplifier, 150 ft. with two, and 200 ft. with three. Effects that cause damage have their die sizes increased by 1 (in this progression: 1d4, 1d6, 1d8, 1d10, 2d6, 3d6, 4d6, 6d6, 8d6, etc.) The DC of any applicable saving throws is increased by 2. For example, an amplifier combined with a pilot light produces a flame that causes 1d6 damage, illuminates a 10 foot by 10 foot area, and can ignite a fire on any target that is stationary for one round.

Amplifiers have no effect on magical energy, unless the wielder builds them with special properties. They are precision instruments. They must be connected to the piece in question. You can't launch a fireball through an amplifier and on to a target.

Amplifiers can be stacked. A second amplifier added to the above example produces a flame that causes 1d8 damage, illuminates a 15 foot by 15 foot area, and can ignite a fire on any successful attack. As you can see, some degree of DM discretion may be required in adjudicating the effects. The determination that the fire is caused on a successful attack, as opposed to a touch attack, is for game balance reasons.
If at first you don't succeed, then skydiving is not for you.
"Danger is like Jello. There's always room for more."

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Re: Mech Powers

Post by shai-hulud » Tue Jun 03, 2008 3:21 am

Animator
Cost: 400 gp
Assistants: 0
Size: Small (16)
Weight: 6 lbs.

An animator is a mechanical brain that provides rudimentary kinetic intelligence. Where a discriminator lets a device make decisions about what to do, an animator lets it make decisions about how to do things.

By itself, an animator is useless. Combined with a device that can move, or a static device fitted with an automator, it gives a device the ability to perform a specific ope-ended function with general accuracy. It is, in essence, a simple form of artificial intelligence.

In practical terms, an animator can allow a device to fight in melee, fight with ranged weapons, control a mech, or do some other rather complex but single-minded function.

An animator by itself is like a brain without a body; the device possesses the conceptual knowledge of how to perform its task but can't physically do so. In most cases, a discriminator is required in order for the device to have any sense of judgment between friend and foe.
If at first you don't succeed, then skydiving is not for you.
"Danger is like Jello. There's always room for more."

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Re: Mech Powers

Post by shai-hulud » Tue Jun 03, 2008 3:23 am

Automator
Cost: 20 gp
Assistants: 0
Size: Half of automated object
Weight: Half of automated object

An automator is a collection of springs, coils, and bolts that can be used to automate another device, allowing it to perform a task of up to three simple steps. The other device must be something that lacks the parts needed to do the task at hand. Examples include automatic reloading of a bow or crossbow, polishing a suit of armor, turning an axle, lifting a latch to open a door, and picking up a dropped object. A device that includes the necessary parts to automate its actions--such as a clockwork puppet--doesn't need an automator.

he automator's specific task is determined during the time of construction, and it can do nothing else. Its construction is specialized to fit the precise task at hand. It excels at that one task, however, and can do it over and over again without error.
If at first you don't succeed, then skydiving is not for you.
"Danger is like Jello. There's always room for more."

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Re: Mech Powers

Post by shai-hulud » Tue Jun 03, 2008 3:26 am

Billows
Cost: 5 gp
Assistants: 0
Size: Small (10)
Weight: 3 lbs.

A billows mixes air with a pump's output to create clouds. A billows converts a normal attack into a cone with a range equal to its previous edge.

For example, a pilot light with two amplifiers illuminates an area of 20 feet by 20 feet. With a pump, it has a maximum range of 80 feet. With a billows added, it would attack in a cone with a range of 20 feet.
If at first you don't succeed, then skydiving is not for you.
"Danger is like Jello. There's always room for more."

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Re: Mech Powers

Post by shai-hulud » Tue Jun 03, 2008 3:29 am

Blood Pump
Cost: 1,500 gp
Assistants: 0
Size: Medium (20)
Weight: 8 lbs.
Materials: 4 gallons of blood for construction, plus more blood to function

This foul addition to an elemental engine allows it to run on blood in addition to water. In general, all other functions remain the same, though the blood being used may transfer some properties to specific devices. For example, a fog generator powered by the blood of a poisonous creature may produce poisonous fog. The precise effect is at the discretion of the DM.

A device with a blood pump affixed to a living creature deals 1 hp of damage per hour as it slowly pollutes the creature's blood supply. Perversely, the blood pump can also be used as an artificial heart, provided the blood passing through it is artificially oxygenated.
If at first you don't succeed, then skydiving is not for you.
"Danger is like Jello. There's always room for more."

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Re: Mech Powers

Post by shai-hulud » Tue Jun 03, 2008 3:33 am

Binder
Cost: 40 gp
Assistants: 1
Size: Medium (24)
Weight: 20 lbs.

A binder increases the force that the elemental engine can exert. It makes physical outputs of the elemental engine more powerful.

An elemental engine with a binder can generate twice the force it previously could. This doubles the weight it can support and the force of any attacks. For example, a binder allows the elemental engine to turn a rotor arm of twice the normal length.

Binders can be stacked. Their effects accumulate arithmetically, not exponentially. For example, two binders allow an elemental engine to turn a rotor arm of three times the normal length.
If at first you don't succeed, then skydiving is not for you.
"Danger is like Jello. There's always room for more."

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Re: Mech Powers

Post by shai-hulud » Tue Jun 03, 2008 3:36 am

Cauterizer
Cost: 500 gp
Assistants: 2
Size: Small (12)
Weight: 2 lbs.
Materials: Mundane healing agents worth 200 gp; must be refilled every 20 points of healing

A cauterizer is a rudimentary healing device. It uses heat and a variety of natural herbs to mix and apply healing salves.

Holding a cauterizer over a creature's wounds immediately heals 1d4 hit points. A creature can be healed only once per day by a cauterizer; additional uses have no effect on the same creature.

Multiple cauterizers can be combined to build more effective healing devices. Each additional cauterizer heals an additional 1d4 points, though the healing process takes an extra round for each die.

This only works for creatures of flesh and blood.
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"Danger is like Jello. There's always room for more."

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Re: Mech Powers

Post by shai-hulud » Tue Jun 03, 2008 3:48 am

Clockwork Puppet
Cost: 1,000 gp
Assistants: 4
Size: Fine (1), Diminutive (3), or Tiny (6)
Weight: 1 lb. (fine), 3 lbs. (diminutive), or 6 lbs. (tiny)

A clockwork puppet is a finely constructed model of a creature of up to size Tiny. Multiple clockwork puppets can be combined to build larger models: Two puppets can be used to build something Small, four to build something Medium, eight to build something Large, and sixteen to build something Huge. The stability of the puppets degrades at size Huge, and Gargantuan is currently schematically impossible.

By itself, the model merely sits in place. It is manually operated using a control box on its back. It can be animated with the addition of an animator. Once so equipped, the model can accurately mimic the movements of its model creature, although its motions are jerky and it is obviously robotic. Without a discriminator it can be operated only via the control box. With a discriminator and voice command it can be commanded to attack.

The clockwork puppet has the statistics shown on the following table. Most models are constructed with a built-in weapon of some sort, in addition to the slam attack below.

Code: Select all

Size        Str  Dex  AC  HP  Attack          Damage  Speed
----        ---  ---  --  --  ------          ------  -----
Fine        4    18   23  1   Slam -2 melee   1d2-3   10 ft.
Diminutive  6    16   18  1   Slam -1 melee   1d2-2   10 ft.
Tiny        8    14   16  2   Slam +0 melee   1d3-1   20 ft.
Small       10   12   14  4   Slam +1 melee   1d4     20 ft.
Medium      12   10   14  11  Slam +3 melee   1d6+1   30 ft.
Large       16   10   17  16  Slam +7 melee   1d8+3   40 ft.
Huge        20   8    19  33  Slam +16 melee  2d6+5   60 ft.
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Re: Mech Powers

Post by shai-hulud » Tue Jun 03, 2008 3:51 am

Darkness Generator
Cost: 250 gp
Assistants: 1
Size: Small (10)
Weight: 5 lbs.
Materials: A bit of pure energy from the plane of shadow, or the casting of a total of 6 spell levels of energy from spells with the shadow descriptor

A darkness generator produces a powerful darkness that extinguishes all light within an area. It can completely envelop a 20 foot square. Combined with a pump, it can produce a device that functions much as a bull's-eye lantern, but it sheds darkness instead of light. Shined into an enemy's eyes, it "blinds" him as long as he is enshrouded by the darkness.

The darkness requires magical materials to create, but it is a nonmagical effect; once constructed, it is unaffected by dispel magic and similar effects. Creatures with darkvision can still see in the dark. A light generator and darkness generator cancel each other's effects.
If at first you don't succeed, then skydiving is not for you.
"Danger is like Jello. There's always room for more."

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Re: Mech Powers

Post by shai-hulud » Tue Jun 03, 2008 3:54 am

Dehumidifier
Cost: 20 gp
Assistants: 0
Size: Medium (24)
Weight: 30 lbs.
Materials: 100 gp of extremely fine silk

A dehumidifier pulls moisture from the air. In normal conditions, it produces half a pint of water each hour. In rainy conditions, this is doubled; in arid conditions, this is halved. In extremely dry areas, the rate may be quartered, but it still functions.

Although an elemental-powered dehumidifier may make little sense, keep in mind that many elemental engines are powered by materials other than water. Moreover, even a water-powered dehumidifier produces more moisture than it consumes.
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Re: Mech Powers

Post by shai-hulud » Tue Jun 03, 2008 9:58 am

Descrambler
Cost: 320 gp
Assistants: 0
Size: Diminutive (3)
Weight: 1 lbs.
Materials: An extensive selection of locks of all varieties, worth at least 1,000 gp, which are necessary to mold the descrambler's parts. The locks are not consumed or damaged but must be present for construction. A high-level locksmith in any large city should have the necessary collection of locks.

A descrambler picks locks. It can be inserted into any mundane lock and will automatically pick it. It is useless against magical locks. The time required is one round for each level of DC (e.g., a lock of DC 22 will take 22 rounds to pick).
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Re: Mech Powers

Post by shai-hulud » Tue Jun 03, 2008 10:01 am

Discriminator
Cost: 350 gp
Assistants: 0
Size: Tiny (6)
Weight: 4 lbs.

A discriminator is a heavy metal brain that allows a machine to make decisions. Each discriminator can make one set of decisions. The most common model discriminates between friends and enemies, which is the source of the name, but any similar decision can be made.

An object fitted with a discriminator has a very rudimentary form of artificial intelligence (effective Int of 1). Just because it can discriminate between friend and foe doesn't mean it will actively attack enemies; most devices still require some sort of direction, whether via voice command or a control box.

There is no benefit to adding a binder, amplifier, or other enhancement-oriented device to a discriminator.
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Re: Mech Powers

Post by shai-hulud » Tue Jun 03, 2008 10:04 am

Drill
Cost: 10 gp
Assistants: 0
Size: Diminutive (2)
Weight: 2 lbs.

This is a normal drill with a steel bit 12" long and 2" wide at the base. It is earth elemental-powered and can drill 6" per round through solid stone.

If wielded as a weapon, the drill is Medium, weighs 7 pounds, and causes 1d4 damage. If a drill is applied to a grappled or otherwise prone opponent, damage is doubled.

Combining drills doubles their size, damage, and speed. For example, combining two drills creates a drill 24" long and 4" at the base that does 2d4 damage. Combining three drills creates a drill 36" long and 6" at the base that does 3d4 damage, and so on.
If at first you don't succeed, then skydiving is not for you.
"Danger is like Jello. There's always room for more."

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Re: Mech Powers

Post by shai-hulud » Tue Jun 03, 2008 10:07 am

Fin Apparatus
Cost: 35 gp
Assistants: 1
Size: Medium (32)
Weight: 8 lbs.

A fin apparatus has a variety of functions. IT can be used to steer any sort of aerial or submarine vehicle. It can also be used to direct the current of any form of energy. For example, a character who adds a fin apparatus to the end of a pilot light/pump combination can shoot flames at right angles, attacking creatures around a corner without injuring himself. The angles of fins within reach can be adjusted once per round as a free action. Multiple fins can be combined to create weapons that fire in as S shape. Mirrors can be added to the fin mounts for around-the-corner visibility.
If at first you don't succeed, then skydiving is not for you.
"Danger is like Jello. There's always room for more."

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Re: Mech Powers

Post by shai-hulud » Tue Jun 03, 2008 10:09 am

Flywheel
Cost: 280 gp
Assistants: 0
Size: Small (12)
Weight: 3 lbs.

A flywheel is a series of cogs and gears with teeth of different measurements. The flywheel can be used to speed up the functioning of any other device. A device fitted with a flywheel operates twice as fast as normal. This doesn't affect power output or damage, nor does it let the character gain an extra attack. It only improves the speed of objects that move or require a specific amount of time to function.

No more than one flywheel can be fitted to each device.
If at first you don't succeed, then skydiving is not for you.
"Danger is like Jello. There's always room for more."

Image Kolgu 'Sparky' Dermott: Android Rogue/Wizard
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Re: Mech Powers

Post by shai-hulud » Tue Jun 03, 2008 10:11 am

Fog Generator
Cost: 70 gp
Assistants: 0
Size: Medium (18)
Weight: 12 lbs.

A fog generator produces a dense, thick cloud of fog. The fog spreads in a 15 ft. radius, 10 ft. high, centered on the user. If operated continuously, the radius expands by an additional 5 ft. each round.

The fog obscures all sight, including darkvision beyond 5 feet. Creatures within 5 feet have one-half concealment; creatures farther away have total concealment. The fog disperses in 1d4+1 rounds in still weather and much faster if there is wind.

A fog generator can be used four times before draining its water reservoir. It is refilled with one gallon of water.
If at first you don't succeed, then skydiving is not for you.
"Danger is like Jello. There's always room for more."

Image Kolgu 'Sparky' Dermott: Android Rogue/Wizard
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Re: Mech Powers

Post by shai-hulud » Tue Jun 03, 2008 10:16 am

Folder
Cost: 2,000 gp
Assistants: 3
Size: Medium (17)
Weight: 1/6 of subject

The folder is a thoroughly entertaining device. It is an apparatus of springs, pipes, and joints that can be fitted on any construction. It requires a great deal of installation and once fitted cannot be removed without its destruction.

A folder folds the object it is attached to back on itself, like pieces of origami, until it is much smaller than it started out. It effectively reduces the size of something by one increment. For example, it can make a Large device Medium. When determining sizes numerically, simply reduce the size value to the middle of the range for the next lowest size.

The object cannot be used while folded. Initiating the unfolding requires a normal action by the mech artificer, and the folding/unfolding process takes 1d6 rounds.

A single folder can affect an object of up to Medium. Stacking two folders affects a Large object. stacking four affects a Huge object, and so on. Multiple folders do not add benefits, nor do amplifiers affect folders.

Yes, mechs can be folded into this fashion, but they are useless and cannot be occupied while folded.
If at first you don't succeed, then skydiving is not for you.
"Danger is like Jello. There's always room for more."

Image Kolgu 'Sparky' Dermott: Android Rogue/Wizard
Image Garrick Cae'Sarr: Human Bard
Image Hormy Noodzo: Goblin Hunter

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Re: Mech Powers

Post by shai-hulud » Tue Jun 03, 2008 5:34 pm

Force Generator
Cost: 2,000 gp
Assistants: 0
Size: Small (16)
Weight: 7 lbs.

A force generator produces force energy, like that used in many evocation spells. Unlike the spells, however, the force generator uses mechanical means to produce this energy.

A force generator can produce up to 10 square feet of force energy. That's roughly equivalent to a circle 3 1/2 feet across, or a square of a little more than three feet to a side, or a cube of a little more than two feet to a side. An amplifier doubles the area that can be produced.

The force can be arranged in any shape or size that the operator wishes, though reconfiguring the machine for a new shape requires a full-round action. The force field can float up to three feet off the ground. It functions in must respects as a wall of force, though it can be pierced given enough force (hardness 10, AC 10, hp 20 to puncture). If used in combat, it can be positioned vertically to provide cover as if a large steel shield.

The force field is not subject to gravity, but the force generator is. If set upon its own force field, both it and the force field will fall to the ground.
If at first you don't succeed, then skydiving is not for you.
"Danger is like Jello. There's always room for more."

Image Kolgu 'Sparky' Dermott: Android Rogue/Wizard
Image Garrick Cae'Sarr: Human Bard
Image Hormy Noodzo: Goblin Hunter

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Re: Mech Powers

Post by shai-hulud » Tue Jun 03, 2008 5:39 pm

Identifier
Cost: 200 gp plus samples and consultation
Assistants: See below
Size: Medium (24)
Weight: 10 lbs.
Materials: Special samples and experts (described below)

An identifier can identify almost any natural, nonmagical substance placed within it. It can break down foods and poisons to their component ingredients and point out the source of a particular flavor or toxin. Its most common use is to tell whether a liquid or food is poisonous, though it can do much more than that.

For game purposes, the identifier can identify any natural, nonmagical substance as if it had 20 ranks in the relevant Knowledge skill. Identification requires a small sample (about 1 ounce), which is destroyed in the process. It is useless in identifying magical, extraplanar, or artificial materials, although it can identify any mundane ingredients in such concoctions.

Building an identifier requires a full six months of work, an endless variety of natural samples, and consultation with a variety of experts. Such experts are usually found only in major metropolitan areas. A mech artificer who cuts corners while constructing an identifier will end up with a device with holes in its knowledge.
If at first you don't succeed, then skydiving is not for you.
"Danger is like Jello. There's always room for more."

Image Kolgu 'Sparky' Dermott: Android Rogue/Wizard
Image Garrick Cae'Sarr: Human Bard
Image Hormy Noodzo: Goblin Hunter

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Re: Mech Powers

Post by shai-hulud » Tue Jun 03, 2008 5:41 pm

Imagemaker
Cost: 90 gp
Assistants: 0
Size: Large (48)
Weight: 50 lbs.

An imagemaker uses elemental technology to transmit and receive video images, much like a modern television. It does not transmit sound; a separate wavemaker is needed for that. Each imagemaker can send and receive images over a 5-mile range, on a clear day with no obstructions. Use while underground or otherwise impeded by thick walls (including transmission within a mech) is often limited to a mile or less.
If at first you don't succeed, then skydiving is not for you.
"Danger is like Jello. There's always room for more."

Image Kolgu 'Sparky' Dermott: Android Rogue/Wizard
Image Garrick Cae'Sarr: Human Bard
Image Hormy Noodzo: Goblin Hunter

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Re: Mech Powers

Post by shai-hulud » Tue Jun 03, 2008 5:45 pm

Iron Arm
Cost: 40 gp
Assistants: 0
Size: Small (12)
Weight: 8 lbs.

An iron arm is exactly what is sounds like: a piston-powered metal arm with a hand at the end, simulating a normal human arm. It can do pretty much anything a normal arm can do, with a functional Str of 18 and a Dex of 8. If attacked, it has hardness 10 and 20 hit points. If used to attack, it uses the wielder's base attack bonus and its own Strength and Dexterity.

Normally the arm is worn on the shoulder and operated via a handheld controller, which takes a standard action. Weak mech artificers often put a weapon in the iron arm's hand and wade into combat to utilize its greater strength. With the addition of a voice command, the arm can be operated orally (still a standard action). With a discriminator and animator, it will function on its own and effectively grants an extra attack each round.
If at first you don't succeed, then skydiving is not for you.
"Danger is like Jello. There's always room for more."

Image Kolgu 'Sparky' Dermott: Android Rogue/Wizard
Image Garrick Cae'Sarr: Human Bard
Image Hormy Noodzo: Goblin Hunter

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Re: Mech Powers

Post by shai-hulud » Tue Jun 03, 2008 5:53 pm

Iron Jacket
Cost: 400 gp
Assistants: 1
Size: Medium (24)
Weight: 40 lbs.

An iron jacket is a collection of pipes and springs that can be fitted to the shape of any Medium or smaller creature. It serves as an exoskeleton. Combination with an additional iron jacket allows it to fit a creature of one size larger.

By itself, an iron jacket acts as a rudimentary suit of armor: armor bonus +2, maximum Dex bonus of +1 (it's quite stiff), armor check penalty of -4. The iron jacket can be locked via a switch on the back. The wearer can reach the switch. Once locked, the wearer cannot move at all unless he succeeds in a Strength check (DC 30). An iron jacket must be fitted directly over the wearer's skin, but armor can be worn over it.

In combination with an automator (to flip the switch) and a voice command, an iron jacket can be used to retain an unwilling creature involuntarily, though it can be freed at the captor's command. With a discriminator and animator (which can move the jacket's limbs even while it is locked), the creature can be sent into combat against its will. (Resisting the motions of an iron jacket requires the same Strength check of DC 30.) Mech artificers of evil alignment have used this method to animate corpses or send their still-living enemies into battle against their friends.

Fitting an unconscious, Medium creature with an iron jacket takes 10 minutes, a Large creature takes 20 minutes, a Huge creature takes 40 minutes, and so on. An actively resisting creature must be knocked out or held down by someone else or the iron jacket can't be properly installed.
If at first you don't succeed, then skydiving is not for you.
"Danger is like Jello. There's always room for more."

Image Kolgu 'Sparky' Dermott: Android Rogue/Wizard
Image Garrick Cae'Sarr: Human Bard
Image Hormy Noodzo: Goblin Hunter

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Re: Mech Powers

Post by shai-hulud » Tue Jun 03, 2008 5:59 pm

Light Generator
Cost: 40 gp
Assistants: 0
Size: Small (16)
Weight: 4 lbs.

A light generator produces a powerful light. Unlike a pilot light, which produces a light as a byproduct of heat, a light generator produces only light.

A light generator produces enough light to illuminate a 20 foot square clearly. Combined with a pump, it can produce a device that functions much as a bull's-eye lantern. A light generator equipped with a pump and amplifier can be used to blind enemies within one quarter of its maximum range. Make a normal touch attack to target the enemy's eyes; if successful, the enemy must make a Reflex save (DC 16) or be blinded for 1d6 rounds. Stacked amplifiers improve the range of the blinding attack, not the DC. Adding a nozzle to this device creates a lantern that can be quickly turned into a blinding weapon.
If at first you don't succeed, then skydiving is not for you.
"Danger is like Jello. There's always room for more."

Image Kolgu 'Sparky' Dermott: Android Rogue/Wizard
Image Garrick Cae'Sarr: Human Bard
Image Hormy Noodzo: Goblin Hunter

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Re: Mech Powers

Post by shai-hulud » Tue Jun 03, 2008 6:00 pm

Metal Ear
Cost: 35 gp
Assistants: 0
Size: Small (16)
Weight: 4 lbs.

A metal ear is an artificial listening device. It can hear just as well as a normal human ear. Combined with a wavemaker, it can transmit noises across distances, perhaps even to a wavemaker that will speak what the metal ear hears.
If at first you don't succeed, then skydiving is not for you.
"Danger is like Jello. There's always room for more."

Image Kolgu 'Sparky' Dermott: Android Rogue/Wizard
Image Garrick Cae'Sarr: Human Bard
Image Hormy Noodzo: Goblin Hunter

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Re: Mech Powers

Post by shai-hulud » Tue Jun 03, 2008 6:03 pm

Metal Legs
Cost: 300 gp
Assistants: 1
Size: Medium (17)
Weight: 50 lbs.

Any mundane object can be fitted with a pair of mechanical legs. The legs will support any creature up to Large size with a weight of 1,000 pounds or less. When in rest, the legs are compressed. Shoving the object causes the legs to extend, raising the object to an upright position. From that position it is easily guided about. The legs can be compressed again by applying downward pressure.

When combined with a voice command, the belegged object can become extremely useful: a chair that follows its owner around the house; a tool chest that is always right at hand; and so on.
If at first you don't succeed, then skydiving is not for you.
"Danger is like Jello. There's always room for more."

Image Kolgu 'Sparky' Dermott: Android Rogue/Wizard
Image Garrick Cae'Sarr: Human Bard
Image Hormy Noodzo: Goblin Hunter

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Re: Mech Powers

Post by shai-hulud » Tue Jun 03, 2008 6:05 pm

Noisemaker
Cost: 300 gp
Assistants: 0
Size: Small (12)
Weight: 3 lbs.

A noisemaker is pretty straightforward. It makes noise. A noisemaker can record up to one hour of noises. The noises can subsequently be played according to various tracks, much like a modern CD.

A noisemaker can also speak any noises received via a wavemaker or other source. An off-site user can use a noisemaker to make inanimate objects seem to speak. Combined with a wavemaker and voice commanded to play prerecorded noises via remote. Combined with a discriminator, it can make noise when certain conditions are met (when a friend passes, when an enemy passes, etc.)
If at first you don't succeed, then skydiving is not for you.
"Danger is like Jello. There's always room for more."

Image Kolgu 'Sparky' Dermott: Android Rogue/Wizard
Image Garrick Cae'Sarr: Human Bard
Image Hormy Noodzo: Goblin Hunter

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